blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Layout-related type definitions for unified positioning system
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import { Position } from "./common";
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* { column: -1, span: 6 } // ERROR: column < 0
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60
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* { column: 5, span: 0 } // ERROR: span < 1
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* ```
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*/
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export interface GridPosition {
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/** Grid column to start from (0-11) */
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readonly column: number;
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66
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/** Number of columns to span (1-12) */
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readonly span: number;
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68
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/** Row index for vertical positioning (multiplied by DEFAULT_ROW_HEIGHT=100px) */
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readonly row?: number;
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70
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/** Gutter size in pixels (default: 20) */
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71
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readonly gutter?: number;
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72
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+
}
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/**
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* Responsive position that adapts to screen size
|
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75
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+
*
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76
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+
* @category Layout Types
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77
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* @korean 반응형위치
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78
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+
*/
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79
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+
export interface ResponsivePosition {
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80
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+
/** Base position for desktop (1200px+) */
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81
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readonly base: Position;
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82
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+
/** Position override for tablet (768-1199px) */
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83
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+
readonly tablet?: Position;
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84
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+
/** Position override for mobile (<768px) */
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85
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+
readonly mobile?: Position;
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86
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+
/** Whether to scale proportionally based on screen width */
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87
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+
readonly scaleProportionally?: boolean;
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88
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+
}
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89
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+
/**
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90
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+
* Z-index hierarchy for layering UI elements
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91
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+
*
|
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92
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+
* Ensures consistent stacking order across all screens
|
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93
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+
*
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94
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+
* **Usage Guidelines:**
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95
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+
* - NEVER use arbitrary z-index values (e.g., 999)
|
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96
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+
* - Use these constants to maintain consistent layer ordering
|
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97
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+
* - Layer order: Scene → HUD → Overlay → Modal → Pause Menu
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98
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+
*
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99
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+
* @category Layout Constants
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100
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+
* @korean z인덱스계층
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101
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+
*/
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+
export declare const Z_INDEX: {
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103
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+
/** Background scenes and effects - 배경 */
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104
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+
readonly BACKGROUND: 0;
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105
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+
/** Combat arena and training grounds - 경기장 */
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+
readonly ARENA: 10;
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107
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+
/** Player characters and enemies - 플레이어 */
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+
readonly PLAYERS: 20;
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109
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+
/** Visual effects and particles - 효과 */
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110
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+
readonly EFFECTS: 30;
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111
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+
/** HUD background elements - HUD 배경 */
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+
readonly HUD_BACKGROUND: 40;
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113
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+
/** Main HUD elements (health bars, timers, stats) - 주 HUD */
|
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+
readonly HUD: 50;
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115
|
+
/** TechniqueBar for combat techniques - 기술바 */
|
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116
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+
readonly TECHNIQUE_BAR: 55;
|
|
117
|
+
/** HUD overlay elements (within HUD components) - HUD 오버레이 */
|
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118
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+
readonly HUD_OVERLAY: 60;
|
|
119
|
+
/** Mobile touch controls - 모바일제어 */
|
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120
|
+
readonly MOBILE_CONTROLS: 100;
|
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121
|
+
/** Modal dialogs and overlays - 모달 */
|
|
122
|
+
readonly MODAL: 200;
|
|
123
|
+
/** Tooltips and hints - 툴팁 */
|
|
124
|
+
readonly TOOLTIP: 300;
|
|
125
|
+
/** Pause menu - 일시정지 메뉴 */
|
|
126
|
+
readonly PAUSE_MENU: 1000;
|
|
127
|
+
/** Loading screens - 로딩 */
|
|
128
|
+
readonly LOADING: 2000;
|
|
129
|
+
/** Debug and performance overlays - 디버그 */
|
|
130
|
+
readonly DEBUG: 9000;
|
|
131
|
+
};
|
|
132
|
+
/**
|
|
133
|
+
* Type for Z_INDEX values
|
|
134
|
+
*
|
|
135
|
+
* @category Layout Types
|
|
136
|
+
*/
|
|
137
|
+
export type ZIndexValue = (typeof Z_INDEX)[keyof typeof Z_INDEX];
|
|
138
|
+
/**
|
|
139
|
+
* Alignment options for positioning elements
|
|
140
|
+
*
|
|
141
|
+
* @category Layout Types
|
|
142
|
+
* @korean 정렬
|
|
143
|
+
*/
|
|
144
|
+
export type HorizontalAlignment = "left" | "center" | "right";
|
|
145
|
+
export type VerticalAlignment = "top" | "middle" | "bottom";
|
|
146
|
+
/**
|
|
147
|
+
* Layout configuration for a component
|
|
148
|
+
*
|
|
149
|
+
* @category Layout Types
|
|
150
|
+
* @korean 레이아웃설정
|
|
151
|
+
*/
|
|
152
|
+
export interface LayoutConfig {
|
|
153
|
+
/** Grid-based position (if using grid system) */
|
|
154
|
+
readonly grid?: GridPosition;
|
|
155
|
+
/** Responsive position (if not using grid) */
|
|
156
|
+
readonly position?: ResponsivePosition;
|
|
157
|
+
/** Z-index layer for stacking */
|
|
158
|
+
readonly zIndex?: ZIndexValue;
|
|
159
|
+
/** Horizontal alignment within container */
|
|
160
|
+
readonly horizontalAlign?: HorizontalAlignment;
|
|
161
|
+
/** Vertical alignment within container */
|
|
162
|
+
readonly verticalAlign?: VerticalAlignment;
|
|
163
|
+
/** Margin in pixels */
|
|
164
|
+
readonly margin?: number;
|
|
165
|
+
/** Padding in pixels */
|
|
166
|
+
readonly padding?: number;
|
|
167
|
+
}
|
|
168
|
+
/**
|
|
169
|
+
* Safe area insets for mobile devices with notches
|
|
170
|
+
*
|
|
171
|
+
* @category Layout Types
|
|
172
|
+
* @korean 안전영역
|
|
173
|
+
*/
|
|
174
|
+
export interface SafeAreaInsets {
|
|
175
|
+
/** Top inset (notch, status bar) */
|
|
176
|
+
readonly top: number;
|
|
177
|
+
/** Right inset (typically 0) */
|
|
178
|
+
readonly right: number;
|
|
179
|
+
/** Bottom inset (home indicator) */
|
|
180
|
+
readonly bottom: number;
|
|
181
|
+
/** Left inset (typically 0) */
|
|
182
|
+
readonly left: number;
|
|
183
|
+
}
|
|
184
|
+
/**
|
|
185
|
+
* Container bounds for positioning child elements
|
|
186
|
+
*
|
|
187
|
+
* @category Layout Types
|
|
188
|
+
* @korean 컨테이너경계
|
|
189
|
+
*/
|
|
190
|
+
export interface ContainerBounds {
|
|
191
|
+
/** X position in pixels */
|
|
192
|
+
readonly x: number;
|
|
193
|
+
/** Y position in pixels */
|
|
194
|
+
readonly y: number;
|
|
195
|
+
/** Width in pixels */
|
|
196
|
+
readonly width: number;
|
|
197
|
+
/** Height in pixels */
|
|
198
|
+
readonly height: number;
|
|
199
|
+
/** Scale factor (1.0 = no scaling) */
|
|
200
|
+
readonly scale?: number;
|
|
201
|
+
}
|
|
202
|
+
/**
|
|
203
|
+
* HUD Positioning Strategy Documentation
|
|
204
|
+
*
|
|
205
|
+
* This section defines the standardized approach for positioning HUD elements
|
|
206
|
+
* across all screens in the Black Trigram game.
|
|
207
|
+
*
|
|
208
|
+
* **Screen-Level HUDs (Left/Right/Top/Bottom)**:
|
|
209
|
+
* - Use `position: "absolute"` to anchor to screen edges
|
|
210
|
+
* - Anchor directly to edges: `left: 0`, `right: 0`, `top: 0`, `bottom: 0`
|
|
211
|
+
* - Size using percentage-based calculations: `width: ${width * 0.14}px`
|
|
212
|
+
* - Use Z_INDEX.HUD for consistent layering
|
|
213
|
+
* - Example: Combat Left/Right HUDs, Top/Bottom bars
|
|
214
|
+
*
|
|
215
|
+
* **HUD Internal Content**:
|
|
216
|
+
* - Use `position: "relative"` for natural document flow
|
|
217
|
+
* - Use Flexbox for vertical/horizontal layouts: `display: "flex"`, `flexDirection`, `gap`
|
|
218
|
+
* - Use CSS Grid for complex multi-dimensional layouts
|
|
219
|
+
* - Avoid absolute positioning within HUDs (except for special cases)
|
|
220
|
+
* - Example: Player stats, technique cards, control buttons
|
|
221
|
+
*
|
|
222
|
+
* **Special Cases (Overlays/Tooltips)**:
|
|
223
|
+
* - Use `position: "absolute"` for floating elements that must overlay content
|
|
224
|
+
* - Position relative to parent container
|
|
225
|
+
* - Use Z_INDEX.HUD_OVERLAY or Z_INDEX.TOOLTIP
|
|
226
|
+
* - Example: Combat messages, feedback overlays, tooltips
|
|
227
|
+
*
|
|
228
|
+
* **Responsive Design**:
|
|
229
|
+
* - All components must support `isMobile` prop
|
|
230
|
+
* - Use responsive calculations: `isMobile ? 18 : 14` for mobile scaling
|
|
231
|
+
* - Apply `positionScale` multiplier for 4K displays (1.0-1.5)
|
|
232
|
+
*
|
|
233
|
+
* @category Layout Guidelines
|
|
234
|
+
* @korean HUD위치전략
|
|
235
|
+
*/
|
|
236
|
+
/**
|
|
237
|
+
* HUD width percentages for screen-level HUDs
|
|
238
|
+
*
|
|
239
|
+
* These constants define the standard widths for left and right HUD panels.
|
|
240
|
+
* Values are decimals (0.14 = 14% of screen width).
|
|
241
|
+
*
|
|
242
|
+
* **Usage:**
|
|
243
|
+
* ```tsx
|
|
244
|
+
* const hudWidth = width * HUD_WIDTH_PERCENT.LEFT_DESKTOP;
|
|
245
|
+
* ```
|
|
246
|
+
*
|
|
247
|
+
* @category Layout Constants
|
|
248
|
+
* @korean HUD너비
|
|
249
|
+
*/
|
|
250
|
+
export declare const HUD_WIDTH_PERCENT: {
|
|
251
|
+
/** Left HUD width on desktop (14% = leaves 72% for arena) */
|
|
252
|
+
readonly LEFT_DESKTOP: 0.14;
|
|
253
|
+
/** Left HUD width on mobile (18% for touch targets) */
|
|
254
|
+
readonly LEFT_MOBILE: 0.18;
|
|
255
|
+
/** Right HUD width on desktop (14% = leaves 72% for arena) */
|
|
256
|
+
readonly RIGHT_DESKTOP: 0.14;
|
|
257
|
+
/** Right HUD width on mobile (18% for touch targets) */
|
|
258
|
+
readonly RIGHT_MOBILE: 0.18;
|
|
259
|
+
/** Top HUD width (full screen width) */
|
|
260
|
+
readonly TOP: 1;
|
|
261
|
+
/** Bottom HUD width (full screen width) */
|
|
262
|
+
readonly BOTTOM: 1;
|
|
263
|
+
};
|
|
264
|
+
/**
|
|
265
|
+
* HUD height constants for top and bottom bars
|
|
266
|
+
*
|
|
267
|
+
* These constants define the standard heights for top and bottom HUD bars.
|
|
268
|
+
* Values are in pixels and should be scaled with `positionScale` for 4K displays.
|
|
269
|
+
*
|
|
270
|
+
* **Usage:**
|
|
271
|
+
* ```tsx
|
|
272
|
+
* const hudHeight = HUD_HEIGHT.TOP_DESKTOP * positionScale;
|
|
273
|
+
* ```
|
|
274
|
+
*
|
|
275
|
+
* @category Layout Constants
|
|
276
|
+
* @korean HUD높이
|
|
277
|
+
*/
|
|
278
|
+
export declare const HUD_HEIGHT: {
|
|
279
|
+
/** Top bar height on desktop (slim for minimal obstruction) */
|
|
280
|
+
readonly TOP_DESKTOP: 70;
|
|
281
|
+
/** Top bar height on mobile (extra slim) */
|
|
282
|
+
readonly TOP_MOBILE: 50;
|
|
283
|
+
/** Bottom bar height on desktop (fits technique cards) */
|
|
284
|
+
readonly BOTTOM_DESKTOP: 120;
|
|
285
|
+
/** Bottom bar height on mobile (compact) */
|
|
286
|
+
readonly BOTTOM_MOBILE: 100;
|
|
287
|
+
/** Combat-specific top bar height */
|
|
288
|
+
readonly COMBAT_TOP_DESKTOP: 70;
|
|
289
|
+
/** Combat-specific top bar height on mobile */
|
|
290
|
+
readonly COMBAT_TOP_MOBILE: 55;
|
|
291
|
+
/** Combat-specific bottom bar height */
|
|
292
|
+
readonly COMBAT_BOTTOM_DESKTOP: 120;
|
|
293
|
+
/** Combat-specific bottom bar height on mobile */
|
|
294
|
+
readonly COMBAT_BOTTOM_MOBILE: 100;
|
|
295
|
+
/** Training-specific top bar height */
|
|
296
|
+
readonly TRAINING_TOP_DESKTOP: 70;
|
|
297
|
+
/** Training-specific top bar height on mobile */
|
|
298
|
+
readonly TRAINING_TOP_MOBILE: 50;
|
|
299
|
+
/** Training-specific bottom bar height */
|
|
300
|
+
readonly TRAINING_BOTTOM_DESKTOP: 130;
|
|
301
|
+
/** Training-specific bottom bar height on mobile */
|
|
302
|
+
readonly TRAINING_BOTTOM_MOBILE: 110;
|
|
303
|
+
};
|
|
304
|
+
/**
|
|
305
|
+
* HUD positioning configuration interface
|
|
306
|
+
*
|
|
307
|
+
* Defines the positioning strategy for a HUD component.
|
|
308
|
+
*
|
|
309
|
+
* @category Layout Types
|
|
310
|
+
* @korean HUD위치설정
|
|
311
|
+
*/
|
|
312
|
+
export interface HUDPositionConfig {
|
|
313
|
+
/** Positioning strategy */
|
|
314
|
+
readonly strategy: "absolute" | "relative" | "flex" | "grid";
|
|
315
|
+
/** Anchor point for absolute positioning */
|
|
316
|
+
readonly anchor?: "left" | "right" | "top" | "bottom" | "center";
|
|
317
|
+
/** Offset from anchor point */
|
|
318
|
+
readonly offset?: {
|
|
319
|
+
x?: number;
|
|
320
|
+
y?: number;
|
|
321
|
+
};
|
|
322
|
+
/** Size configuration */
|
|
323
|
+
readonly size?: {
|
|
324
|
+
width?: string | number;
|
|
325
|
+
height?: string | number;
|
|
326
|
+
};
|
|
327
|
+
/** Z-index layer */
|
|
328
|
+
readonly zIndex?: ZIndexValue;
|
|
329
|
+
}
|
|
330
|
+
//# sourceMappingURL=LayoutTypes.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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//#region src/types/LayoutTypes.ts
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/**
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* Z-index hierarchy for layering UI elements
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*
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* Ensures consistent stacking order across all screens
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*
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* **Usage Guidelines:**
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* - NEVER use arbitrary z-index values (e.g., 999)
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* - Use these constants to maintain consistent layer ordering
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* - Layer order: Scene → HUD → Overlay → Modal → Pause Menu
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*
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* @category Layout Constants
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* @korean z인덱스계층
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*/
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var Z_INDEX = {
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BACKGROUND: 0,
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ARENA: 10,
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PLAYERS: 20,
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EFFECTS: 30,
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HUD_BACKGROUND: 40,
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HUD: 50,
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TECHNIQUE_BAR: 55,
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HUD_OVERLAY: 60,
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MOBILE_CONTROLS: 100,
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MODAL: 200,
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TOOLTIP: 300,
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PAUSE_MENU: 1e3,
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LOADING: 2e3,
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DEBUG: 9e3
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};
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/**
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* HUD Positioning Strategy Documentation
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*
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* This section defines the standardized approach for positioning HUD elements
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* across all screens in the Black Trigram game.
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*
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* **Screen-Level HUDs (Left/Right/Top/Bottom)**:
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* - Use `position: "absolute"` to anchor to screen edges
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* - Anchor directly to edges: `left: 0`, `right: 0`, `top: 0`, `bottom: 0`
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* - Size using percentage-based calculations: `width: ${width * 0.14}px`
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* - Use Z_INDEX.HUD for consistent layering
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* - Example: Combat Left/Right HUDs, Top/Bottom bars
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*
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* **HUD Internal Content**:
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* - Use `position: "relative"` for natural document flow
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* - Use Flexbox for vertical/horizontal layouts: `display: "flex"`, `flexDirection`, `gap`
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* - Use CSS Grid for complex multi-dimensional layouts
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* - Avoid absolute positioning within HUDs (except for special cases)
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* - Example: Player stats, technique cards, control buttons
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*
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* **Special Cases (Overlays/Tooltips)**:
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* - Use `position: "absolute"` for floating elements that must overlay content
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* - Position relative to parent container
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* - Use Z_INDEX.HUD_OVERLAY or Z_INDEX.TOOLTIP
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* - Example: Combat messages, feedback overlays, tooltips
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*
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* **Responsive Design**:
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* - All components must support `isMobile` prop
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* - Use responsive calculations: `isMobile ? 18 : 14` for mobile scaling
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* - Apply `positionScale` multiplier for 4K displays (1.0-1.5)
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*
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* @category Layout Guidelines
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* @korean HUD위치전략
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*/
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/**
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* HUD width percentages for screen-level HUDs
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*
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* These constants define the standard widths for left and right HUD panels.
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* Values are decimals (0.14 = 14% of screen width).
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*
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* **Usage:**
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* ```tsx
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* const hudWidth = width * HUD_WIDTH_PERCENT.LEFT_DESKTOP;
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* ```
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*
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* @category Layout Constants
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* @korean HUD너비
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*/
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var HUD_WIDTH_PERCENT = {
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LEFT_DESKTOP: .14,
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LEFT_MOBILE: .18,
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RIGHT_DESKTOP: .14,
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RIGHT_MOBILE: .18,
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TOP: 1,
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BOTTOM: 1
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};
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/**
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* HUD height constants for top and bottom bars
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*
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* These constants define the standard heights for top and bottom HUD bars.
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* Values are in pixels and should be scaled with `positionScale` for 4K displays.
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*
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* **Usage:**
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* ```tsx
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* const hudHeight = HUD_HEIGHT.TOP_DESKTOP * positionScale;
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* ```
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*
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* @category Layout Constants
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* @korean HUD높이
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*/
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var HUD_HEIGHT = {
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TOP_DESKTOP: 70,
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TOP_MOBILE: 50,
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BOTTOM_DESKTOP: 120,
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BOTTOM_MOBILE: 100,
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COMBAT_TOP_DESKTOP: 70,
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COMBAT_TOP_MOBILE: 55,
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COMBAT_BOTTOM_DESKTOP: 120,
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COMBAT_BOTTOM_MOBILE: 100,
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TRAINING_TOP_DESKTOP: 70,
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TRAINING_TOP_MOBILE: 50,
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TRAINING_BOTTOM_DESKTOP: 130,
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TRAINING_BOTTOM_MOBILE: 110
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};
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//#endregion
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export { HUD_HEIGHT, HUD_WIDTH_PERCENT, Z_INDEX };
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//# sourceMappingURL=LayoutTypes.js.map
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{"version":3,"file":"LayoutTypes.js","names":[],"sources":["../../src/types/LayoutTypes.ts"],"sourcesContent":["/**\n * Layout-related type definitions for unified positioning system\n *\n * Provides type-safe interfaces for grid-based layout, responsive positioning,\n * and z-index hierarchy management across all screens.\n *\n * @module types/LayoutTypes\n * @category Type Definitions\n * @korean 레이아웃타입\n */\n\nimport { Position } from \"./common\";\n\n/**\n * Screen size breakpoints for responsive design\n *\n * @category Layout Types\n * @korean 화면크기\n */\nexport interface ScreenSize {\n /** Screen width in pixels */\n readonly width: number;\n /** Screen height in pixels */\n readonly height: number;\n /** Whether the device is mobile (<768px) */\n readonly isMobile: boolean;\n /** Whether the device is tablet (768-1199px) */\n readonly isTablet: boolean;\n /** Whether the device is desktop (≥1200px) */\n readonly isDesktop: boolean;\n /** Whether the screen is in landscape orientation */\n readonly isLandscape: boolean;\n}\n\n/**\n * Grid-based position configuration\n *\n * Uses 12-column grid system for consistent alignment.\n * \n * **Important:** Valid combinations must satisfy:\n * - column: 0-11 (starting column)\n * - span: 1-12 (number of columns to span)\n * - column + span ≤ 12 (must not exceed grid width)\n * \n * Invalid combinations (e.g., column: 10, span: 5) will throw runtime errors.\n * Use LayoutSystem.calculateGridPosition() which validates inputs.\n *\n * @category Layout Types\n * @korean 그리드위치\n * \n * @example Valid positions\n * ```typescript\n * { column: 0, span: 12 } // Full width\n * { column: 2, span: 8 } // Centered 8 columns\n * { column: 0, span: 6 } // Left half\n * { column: 6, span: 6 } // Right half\n * ```\n * \n * @example Invalid positions (will throw errors)\n * ```typescript\n * { column: 10, span: 5 } // ERROR: 10 + 5 = 15 > 12\n * { column: -1, span: 6 } // ERROR: column < 0\n * { column: 5, span: 0 } // ERROR: span < 1\n * ```\n */\nexport interface GridPosition {\n /** Grid column to start from (0-11) */\n readonly column: number;\n /** Number of columns to span (1-12) */\n readonly span: number;\n /** Row index for vertical positioning (multiplied by DEFAULT_ROW_HEIGHT=100px) */\n readonly row?: number;\n /** Gutter size in pixels (default: 20) */\n readonly gutter?: number;\n}\n\n/**\n * Responsive position that adapts to screen size\n *\n * @category Layout Types\n * @korean 반응형위치\n */\nexport interface ResponsivePosition {\n /** Base position for desktop (1200px+) */\n readonly base: Position;\n /** Position override for tablet (768-1199px) */\n readonly tablet?: Position;\n /** Position override for mobile (<768px) */\n readonly mobile?: Position;\n /** Whether to scale proportionally based on screen width */\n readonly scaleProportionally?: boolean;\n}\n\n/**\n * Z-index hierarchy for layering UI elements\n *\n * Ensures consistent stacking order across all screens\n *\n * **Usage Guidelines:**\n * - NEVER use arbitrary z-index values (e.g., 999)\n * - Use these constants to maintain consistent layer ordering\n * - Layer order: Scene → HUD → Overlay → Modal → Pause Menu\n *\n * @category Layout Constants\n * @korean z인덱스계층\n */\nexport const Z_INDEX = {\n // 3D Scene layers (0-30)\n /** Background scenes and effects - 배경 */\n BACKGROUND: 0,\n /** Combat arena and training grounds - 경기장 */\n ARENA: 10,\n /** Player characters and enemies - 플레이어 */\n PLAYERS: 20,\n /** Visual effects and particles - 효과 */\n EFFECTS: 30,\n\n // HUD layers (40-99)\n /** HUD background elements - HUD 배경 */\n HUD_BACKGROUND: 40,\n /** Main HUD elements (health bars, timers, stats) - 주 HUD */\n HUD: 50,\n /** TechniqueBar for combat techniques - 기술바 */\n TECHNIQUE_BAR: 55,\n /** HUD overlay elements (within HUD components) - HUD 오버레이 */\n HUD_OVERLAY: 60,\n\n // Top-level UI (100+)\n /** Mobile touch controls - 모바일제어 */\n MOBILE_CONTROLS: 100,\n /** Modal dialogs and overlays - 모달 */\n MODAL: 200,\n /** Tooltips and hints - 툴팁 */\n TOOLTIP: 300,\n /** Pause menu - 일시정지 메뉴 */\n PAUSE_MENU: 1000,\n /** Loading screens - 로딩 */\n LOADING: 2000,\n /** Debug and performance overlays - 디버그 */\n DEBUG: 9000,\n} as const;\n\n/**\n * Type for Z_INDEX values\n *\n * @category Layout Types\n */\nexport type ZIndexValue = (typeof Z_INDEX)[keyof typeof Z_INDEX];\n\n/**\n * Alignment options for positioning elements\n *\n * @category Layout Types\n * @korean 정렬\n */\nexport type HorizontalAlignment = \"left\" | \"center\" | \"right\";\nexport type VerticalAlignment = \"top\" | \"middle\" | \"bottom\";\n\n/**\n * Layout configuration for a component\n *\n * @category Layout Types\n * @korean 레이아웃설정\n */\nexport interface LayoutConfig {\n /** Grid-based position (if using grid system) */\n readonly grid?: GridPosition;\n /** Responsive position (if not using grid) */\n readonly position?: ResponsivePosition;\n /** Z-index layer for stacking */\n readonly zIndex?: ZIndexValue;\n /** Horizontal alignment within container */\n readonly horizontalAlign?: HorizontalAlignment;\n /** Vertical alignment within container */\n readonly verticalAlign?: VerticalAlignment;\n /** Margin in pixels */\n readonly margin?: number;\n /** Padding in pixels */\n readonly padding?: number;\n}\n\n/**\n * Safe area insets for mobile devices with notches\n *\n * @category Layout Types\n * @korean 안전영역\n */\nexport interface SafeAreaInsets {\n /** Top inset (notch, status bar) */\n readonly top: number;\n /** Right inset (typically 0) */\n readonly right: number;\n /** Bottom inset (home indicator) */\n readonly bottom: number;\n /** Left inset (typically 0) */\n readonly left: number;\n}\n\n/**\n * Container bounds for positioning child elements\n *\n * @category Layout Types\n * @korean 컨테이너경계\n */\nexport interface ContainerBounds {\n /** X position in pixels */\n readonly x: number;\n /** Y position in pixels */\n readonly y: number;\n /** Width in pixels */\n readonly width: number;\n /** Height in pixels */\n readonly height: number;\n /** Scale factor (1.0 = no scaling) */\n readonly scale?: number;\n}\n\n/**\n * HUD Positioning Strategy Documentation\n *\n * This section defines the standardized approach for positioning HUD elements\n * across all screens in the Black Trigram game.\n *\n * **Screen-Level HUDs (Left/Right/Top/Bottom)**:\n * - Use `position: \"absolute\"` to anchor to screen edges\n * - Anchor directly to edges: `left: 0`, `right: 0`, `top: 0`, `bottom: 0`\n * - Size using percentage-based calculations: `width: ${width * 0.14}px`\n * - Use Z_INDEX.HUD for consistent layering\n * - Example: Combat Left/Right HUDs, Top/Bottom bars\n *\n * **HUD Internal Content**:\n * - Use `position: \"relative\"` for natural document flow\n * - Use Flexbox for vertical/horizontal layouts: `display: \"flex\"`, `flexDirection`, `gap`\n * - Use CSS Grid for complex multi-dimensional layouts\n * - Avoid absolute positioning within HUDs (except for special cases)\n * - Example: Player stats, technique cards, control buttons\n *\n * **Special Cases (Overlays/Tooltips)**:\n * - Use `position: \"absolute\"` for floating elements that must overlay content\n * - Position relative to parent container\n * - Use Z_INDEX.HUD_OVERLAY or Z_INDEX.TOOLTIP\n * - Example: Combat messages, feedback overlays, tooltips\n *\n * **Responsive Design**:\n * - All components must support `isMobile` prop\n * - Use responsive calculations: `isMobile ? 18 : 14` for mobile scaling\n * - Apply `positionScale` multiplier for 4K displays (1.0-1.5)\n *\n * @category Layout Guidelines\n * @korean HUD위치전략\n */\n\n/**\n * HUD width percentages for screen-level HUDs\n *\n * These constants define the standard widths for left and right HUD panels.\n * Values are decimals (0.14 = 14% of screen width).\n *\n * **Usage:**\n * ```tsx\n * const hudWidth = width * HUD_WIDTH_PERCENT.LEFT_DESKTOP;\n * ```\n *\n * @category Layout Constants\n * @korean HUD너비\n */\nexport const HUD_WIDTH_PERCENT = {\n /** Left HUD width on desktop (14% = leaves 72% for arena) */\n LEFT_DESKTOP: 0.14,\n /** Left HUD width on mobile (18% for touch targets) */\n LEFT_MOBILE: 0.18,\n /** Right HUD width on desktop (14% = leaves 72% for arena) */\n RIGHT_DESKTOP: 0.14,\n /** Right HUD width on mobile (18% for touch targets) */\n RIGHT_MOBILE: 0.18,\n /** Top HUD width (full screen width) */\n TOP: 1.0,\n /** Bottom HUD width (full screen width) */\n BOTTOM: 1.0,\n} as const;\n\n/**\n * HUD height constants for top and bottom bars\n *\n * These constants define the standard heights for top and bottom HUD bars.\n * Values are in pixels and should be scaled with `positionScale` for 4K displays.\n *\n * **Usage:**\n * ```tsx\n * const hudHeight = HUD_HEIGHT.TOP_DESKTOP * positionScale;\n * ```\n *\n * @category Layout Constants\n * @korean HUD높이\n */\nexport const HUD_HEIGHT = {\n /** Top bar height on desktop (slim for minimal obstruction) */\n TOP_DESKTOP: 70,\n /** Top bar height on mobile (extra slim) */\n TOP_MOBILE: 50,\n /** Bottom bar height on desktop (fits technique cards) */\n BOTTOM_DESKTOP: 120,\n /** Bottom bar height on mobile (compact) */\n BOTTOM_MOBILE: 100,\n /** Combat-specific top bar height */\n COMBAT_TOP_DESKTOP: 70,\n /** Combat-specific top bar height on mobile */\n COMBAT_TOP_MOBILE: 55,\n /** Combat-specific bottom bar height */\n COMBAT_BOTTOM_DESKTOP: 120,\n /** Combat-specific bottom bar height on mobile */\n COMBAT_BOTTOM_MOBILE: 100,\n /** Training-specific top bar height */\n TRAINING_TOP_DESKTOP: 70,\n /** Training-specific top bar height on mobile */\n TRAINING_TOP_MOBILE: 50,\n /** Training-specific bottom bar height */\n TRAINING_BOTTOM_DESKTOP: 130,\n /** Training-specific bottom bar height on mobile */\n TRAINING_BOTTOM_MOBILE: 110,\n} as const;\n\n/**\n * HUD positioning configuration interface\n *\n * Defines the positioning strategy for a HUD component.\n *\n * @category Layout Types\n * @korean HUD위치설정\n */\nexport interface HUDPositionConfig {\n /** Positioning strategy */\n readonly strategy: \"absolute\" | \"relative\" | \"flex\" | \"grid\";\n /** Anchor point for absolute positioning */\n readonly anchor?: \"left\" | \"right\" | \"top\" | \"bottom\" | \"center\";\n /** Offset from anchor point */\n readonly offset?: { x?: number; y?: number };\n /** Size configuration */\n readonly size?: { width?: string | number; height?: string | number };\n /** Z-index layer */\n readonly zIndex?: ZIndexValue;\n}\n"],"mappings":";;;;;;;;;;;;;;AA0GA,IAAa,UAAU;CAGrB,YAAY;CAEZ,OAAO;CAEP,SAAS;CAET,SAAS;CAIT,gBAAgB;CAEhB,KAAK;CAEL,eAAe;CAEf,aAAa;CAIb,iBAAiB;CAEjB,OAAO;CAEP,SAAS;CAET,YAAY;CAEZ,SAAS;CAET,OAAO;CACR;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8HD,IAAa,oBAAoB;CAE/B,cAAc;CAEd,aAAa;CAEb,eAAe;CAEf,cAAc;CAEd,KAAK;CAEL,QAAQ;CACT;;;;;;;;;;;;;;;AAgBD,IAAa,aAAa;CAExB,aAAa;CAEb,YAAY;CAEZ,gBAAgB;CAEhB,eAAe;CAEf,oBAAoB;CAEpB,mBAAmB;CAEnB,uBAAuB;CAEvB,sBAAsB;CAEtB,sBAAsB;CAEtB,qBAAqB;CAErB,yBAAyB;CAEzB,wBAAwB;CACzB"}
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